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Speccy Port

1,393 bytes added, 12:40, 18 January 2020
/* Colour Clash */
* Recolour the graphics using the Amstrad's palette to improve the look.
====Colour Clashfrom the Cell based colouring====
The cell based colouring used on the Spectrum has its disadvantages. [[image:clash.png|right|thumb|Colour clashing in Knight Tyme. Observe the appearance of the character sprite as it merges with the background. (Background colours have priority here in this game.)]]
* Super Wonder Boy (Monochrome background and monochrome sprites)
* [[Deflektor]] (main play area has one set of colours, status panel has another set)
 
====Advantages of the cell based colouring====
 
The Spectrum's cell based colouring has advantages.
 
===== Conveying state on a HUD =====
 
The state of a game play element on the HUD can be coloured accordingly. e.g. a bomb that is about to explode could change colour from white to red.
 
'''What should be done on CPC:'''
* If you have enough free palette entries, e.g. mode 0, then you can change the colour for the pen used to display the item in the palette. This is quick. However if you are using mode 1, then the number of palette entries is much more limited and you should draw the bomb in a different way. The consequence of this is that you may need to store additional graphics for this and it will take much longer to update the HUD than on the Spectrum.
 
===== General colouring =====
 
Since the background and foreground colour can be defined per cell then you can use all the Palette of the Spectrum at once.
 
'''What should be done on CPC:'''
* If you are using mode 0 then you are free to define the colours per pixel from the 16 colour palette. This is ok if the chunkier pixels can be used, not so good if there is detail in the graphics that needs to be retained.
* If you are using mode 1 then you will see less colour. You can set the colour palette for multiple regions on the screen, or you can use the 4 colour palette more creatively.
====Sound====
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